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ISSN No:-2456-2165
Abstract:- The question how computer games as a Sauer (2014) analyzed data from over 192,000 students in
language environment influence learners has spurred 22 countries involved in the 2009 PISA. Data showed that
this investigation to examine whether e-games influenced gaming behaviors of students did not adversely affect their
first year students’ receptive skills, i.e., reading and academic performance in science, mathematics, and reading.
listening comprehension skills when they were grouped
according to their linguistic intelligence. This study used However, Hastings, Karas, Winsler, Way, Madiga, &
the mixed method: drawing from quantitative and Tyler’s (2009) study concluded that a large amount of game
qualitative data in arriving at answers. The weighted play was correlated negatively to academic outcomes among
mean was used to identify the listening and reading young children. Bussiere and Gluszynski (2004)
proficiency and the linguistic intelligence levels. Chi- investigated the impact of Information and Communication
square was used to identify whether e-games and Technologies (ICT) on the reading performance of 15 year-
linguistic intelligence influenced the receptive skills. old Canadians and found out that the occurrence of
Qualitative data from separate focus group discussion computer gaming and using the Internet were not
with students were conducted to substantiate the significantly correlated with reading skills. Likewise, Radi
quantitative data. The results showed that linguistic (2002) studied whether the increase use of computers and
intelligence affected the students’ receptive skills while gaming at home and school influenced junior high school
exposure to e-games or computer games did not. students’ development of literacy in reading comprehension
and vocabulary skills; findings showed that computers might
Keywords:- E-Games, Electronic Games, Computer Games, be detrimental to the development of basic language literacy
Linguistic Intelligence, Listening Comprehension, Reading skills. With the various results of these studies throughout
Comprehension. the years, e-gaming may be viewed as a threat to
schoolwork and learning since much time is spent on
I. INTRODUCTION entertainment media and the games’ lack of educational
content or it may be a pedagogical tool to achieve academic
What started as a simple tic-tac-toe game created by outcomes.
Douglas in 1952 as a first graphical computer game and
Russell’s Spacewar! has now evolved into various cutting Likewise, teachers have varying opinions regarding
edge visually enhanced real time strategy games played on electronic games. In a survey conducted by the researcher
personal computers to smaller digital gadgets like Play among teachers teaching first year college students, some
Stations, Ipad, and cell phones, not diminished in quality teachers observed that students who were penchant to
whatsoever. The World Wide Web not only allows computer gaming or e-games lagged behind in their class
computer gaming a global social network captivating performance like unable to pass assignments and unprepared
gamers of different demography, but also opens the debate for examinations, thus resulting to low performance. These
on the value of these games to language learning and other behaviors created a negative perception towards gaming
skill development relevant to academic success of students among teachers. On the other side of the spectrum, there
(Farington, 2011; Honey & Hilton, 2011; Mayer, 2011). were also those who identified the value of these games to
The question of how e-games as a language environment learning. These teachers opined that these student-gamers
influence learners has spurred studies as this ubiquitous had good problem solving and analytical skills since the
technology flourished. games allowed them to think strategically to unlock
difficulties or progress through levels.
Recent studies like Borgonovi’s (2016) revealed that
though excessive gaming may hinder academic Most teachers expressed, however, their lack of
achievement, but moderate gaming can result to some technical skills to incorporate commercially-produced
positive outcomes based on a representative sample of games in the classrooms. Most of them preferred to use
145,953 students from 26 countries that used the Programme other Information and Communication Technology (ICT)
for International Student Assessment (PISA, 2012) with tools such as powerpoint presentations and the more
self-reports on use of video games. Similarly, Drummond & accessible platforms like Messenger, Google classroom, and
The study examined whether e-games and linguistic B. E-games, Computer Games, and Video Games
intelligence influenced students’ receptive skills. This theory closely relates to the concept of e-gaming
Specifically, it answered the following questions: since it is a network activity where there is an exchange of
information, ideas, and feelings amongst its users exist.
1. What is the listening and reading comprehension Computer games, video games, or electronic games are now
proficiency levels of students who are exposed to e- synonymous because of the blurring boundaries between
games and those who are not with high and low computing and video technology (Mitchell and Cavill-
linguistic intelligence? Smith, 2004). In this study, e-games is used for uniformity
2. How do e-games and linguistic intelligence affect the of terms referring to all games classified under this term.
students’ receptive skills?
Frasca (2001) as quoted by Newman (2004), these are
III. HYPOTHESES “forms of computer-based entertainment software, either
textual or image-based, using any electronic platform such
1. There is no significant contribution of exposure to e- as personal computers or consoles and involving one or
games to students’ receptive skills. multiple players in a physical or networked environment
2. There is no significant contribution of linguistic (p.4).” These games allow participation of the gamer or
intelligence to students’ receptive skills. gamers into a virtual environment as provided by the
software. These are different formats like hand-held one-
IV. LITERATURE REVIEW player models, cartridges, or compact discs that are slotted
in a component attached to television sets, or a network of
A. Connectivism , a Theory for the Digital Era computers, “freestanding” arcade units, and applications in
With the unique environments learners expose smartphones.
themselves to, Siemens (2004) proposes a theory of learning
for the digital era—Connectivism. This learning theory is Newman (2004), adapting Howland’s (1998) elements
often referred to as “networked learning.” Learning occurs of these games, described the elements as follows: graphics,
when an individual connects himself/herself to a learning images that the gamer will see, 3D objects, 2D tiles, 2D full
community, called a node which is always a part of a larger screen shots, full motion video, statistics, and informational
network. Networks have connection points that create other overlays; sound, any music or sound effects played during
nodes, and these nodes may be linked to one another to the games; interface, the menu and tools the gamer needs to
share resources. Siemens (2008) believes that there is a shift navigate the game; gameplay, the entertainment, immersion,
from instructor or institution-controlled teaching to a and the length of playability; and the story, the narrative
learner-centered acquisition of knowledge wherein the before the game starts and all information the gamer gains
learner has the greater control on what to learn and where to as the game progresses.
acquire learning, not confined by geographical boundaries.
Kaptelinin and Cole (2001) categorize these games
This organization or network disseminates knowledge into action, adventure, fighting, platform, knowledge,
and keeps it in a variety of digital formats. The existence of simulation/modeling/role-playing such as strategy games,
the Internet allows the sleepless, borderless, and limitless drill and practice, logical and math games. With the
access to learning and knowledge to geographically advanced gaming technology, many of these games appeal
separated individuals, connected with the same interest or come from the synchronization of flashing lights, a variety
connected when in search for information. Siemens believes of sounds, and movie-like animated action. Some of these
that computers provide the venue for the exchange and games have numerous levels and interweaving game plots
creation of information, a platform for “social distribution of requiring many hours to finish. The presence of these
cognition.” elements explains the strong proclivity of young and old
alike in their engagement to these games.
These games may be played among several gamers or On the other hand, listening is the receptive skill in the
an individual against the gaming system’s artificial oral mode. This means that one understands what one hears.
intelligence. Other internet-based games called massively This involves skills in comprehending the messages
multiplayer on-line games (MMOGs) allow thousands of received. Rost (2002) defines listening as a process of
individuals communicating through their “avatars” hearing what a speaker utters (receptive orientation);
(representative icons or animated computer characters) and creating and denote meaning (constructive orientation);
exploring virtual worlds (Lowood, 2019). The creation of negotiating meaning with the speaker and reacting
new and improvement of existing games and the enormous (collaborative orientation); and, making meaning through
number of gamers worldwide show the impact of gaming as participation, imagination and empathy (transformative
an entertainment medium and as an educational tool for orientation). A listener would either use his/her linguistic
some. knowledge to understand aural input (bottom-up process) or
activate his/her schema or background knowledge to
C. Linguistic Intelligence comprehend what is heard. This shows that listening is an
Gardner (1983) defines linguistic intelligence as not active mental process of decoding and understanding what
only solely on the aptitude of a person in learning another one hears.
language but also the use of his own native language or
other languages for certain purposes. This intelligence V. METHODOLOGY
means that one successfully use the language to verbalize
one’s thoughts and ideas in different contexts as well as This study utilized the mixed methods approach in
recalling information with the use of language. which the quantitative and qualitative data were collected,
analyzed, and combined to provide a better understanding of
He expounds four aspects of this intelligence. The first research problems (Creswell, 2014). This study specifically
one is the ability to use language to persuade other people to used the triangulation design. The quantitative data were
action. The second aspect is the mnemonic potential of gathered through researcher-made tests to identify receptive
language or the ability to use language to remember for skills and an adapted questionnaire on linguistic intelligence
information such as finding one’s way in an unfamiliar place of students both e-gamers and non- e-gamers. Qualitative
or playing a game. Next characteristic is its role in data from the focus group discussions with students were
explanation, that is, language is used in teaching and used to substantiate the numerical results. Also, the
learning. The ability to explicate ideas and the ability to researcher followed the research and development design in
understand given inputs require linguistic aptitude. The last the construction and validation of the reading and listening
aspect is the ability to use language to analyze language. It comprehension proficiency tests.
involves meta-linguistic analysis or simply thinking about
the meaning of what one has just uttered. The respondents of this study were the first year
college students of Bukidnon State University. These
Gardner (1983) recognizes that people who have students were enrolled in various degree programs with
linguistic competence possess “varying significant degrees” different fields of specializations; their ages ranged from 16
of sensitivities to language. For example, a person who has a – 27. Five English teachers handling first year students
strong inclination to reading, may be a poor story teller. This were selected to participate in the focus group discussion.
shows that individuals with linguistic intelligence may show Their teaching experience ranged from 17 years to four
differing competences. This important concept is necessary years; their educational qualifications include being masters
since the study identified the students’ level linguistic and doctoral degree holders.
intelligence whether they had high or low linguistic
intelligence. To get the sample population of this study, the sample
size formula for normally distributed population was used.
D. Receptive Skills The result gave 663 as the sample size. From 663, the
Receptive skills pertain to listening and reading; Rogers Indicator of Multiple Intelligences (RIMI)
learners do not produce language to perform these skills determined the students with low and high linguistic
rather they receive and understand language. Snow (2002) intelligence. Basing on the Roger’s Indicator of Multiple
describes reading comprehension as “the process of Intelligences and simple survey on who were computer
constructing and extracting meaning is the process of gamers and non-computer gamers, there were 31 computer
simultaneously constructing and extracting meaning through gamers; 11 of these were categorized with low linguistic
interaction and engagement with print.” It is a multifaceted, intelligence (LI) and 20 with high linguistic intelligence;
dynamic process wherein understanding what one reads is and there were 39 non-computer gamers; out of these
the ultimate goal of every reading experience. Reading students, 14 were classified with low linguistic intelligence,
comprehension skills include noting details, getting the main and 25 with high linguistic intelligence.
idea, sequencing events, identifying cause and effect,
predicting outcomes, drawing conclusions, and identifying The listening and reading comprehension proficiency
author’s purpose. These skills allow learners to make sense tests were research-made with alpha Cronbach reliabilities
of printed language. .70 and .79 respectively. These tests were also content-